lethality mechanics
- John_Oxford
- Github User
- Joined: Sat Nov 15, 2014 5:19 am
- Byond Username: John Oxford
- Github Username: JohnOxford
- Location: The United States of America
lethality mechanics
so stick with me here.
instead of attempting to balance the crew, antagonists, and security with equipment, disadvantages and advantages, admin privilages, and buffs and debuffs.
what if we changed and added things to where all the equipment most if not everyone had was in some shape or form insanely overpowered and robust.
crew:
>stun gloves
>pocketable stun prods
>4x4 hull breaching IED's
>trip wires
>stacking spears
>coilguns that dismember
>arc gloves that throw lightning bolts but have a chance to bounce back to the user
security:
>tactical vests that hold loads of equipment
>round start projectile weapons with different ammo types
>round start grenade variants and grenade launchers
>additional tiers of body armor (tier v and vi)
>the thing fuze has from rainbow six
>flashers that don't burn out
>eight barrier grenades
>all r-wall brig
antagonists:
>dual energy swords are now 7 tc
>revolvers are now 5 tc
>nuclear operatives recieve 100 points by default for each operative
ect ect
the point being to give everyone equipment that can go toe to toe with things that would otherwise be very lethal. a well placed stun glove hit can mean the death of a nuclear operative. the addition of content that would absolutely fuck up whoever you attack's day with the addtional cause that they ALSO have access to this content by default.
tl;dr increase the lethalness of the game so high that it automatically balances out everything because everyone can die so fast it doesn't matter if their armor had a additonal 1 brute resist.
instead of attempting to balance the crew, antagonists, and security with equipment, disadvantages and advantages, admin privilages, and buffs and debuffs.
what if we changed and added things to where all the equipment most if not everyone had was in some shape or form insanely overpowered and robust.
crew:
>stun gloves
>pocketable stun prods
>4x4 hull breaching IED's
>trip wires
>stacking spears
>coilguns that dismember
>arc gloves that throw lightning bolts but have a chance to bounce back to the user
security:
>tactical vests that hold loads of equipment
>round start projectile weapons with different ammo types
>round start grenade variants and grenade launchers
>additional tiers of body armor (tier v and vi)
>the thing fuze has from rainbow six
>flashers that don't burn out
>eight barrier grenades
>all r-wall brig
antagonists:
>dual energy swords are now 7 tc
>revolvers are now 5 tc
>nuclear operatives recieve 100 points by default for each operative
ect ect
the point being to give everyone equipment that can go toe to toe with things that would otherwise be very lethal. a well placed stun glove hit can mean the death of a nuclear operative. the addition of content that would absolutely fuck up whoever you attack's day with the addtional cause that they ALSO have access to this content by default.
tl;dr increase the lethalness of the game so high that it automatically balances out everything because everyone can die so fast it doesn't matter if their armor had a additonal 1 brute resist.
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- Deitus
- Joined: Tue Feb 17, 2015 5:26 pm
- Byond Username: Deitus
Re: lethality mechanics
i like some of the ideas but i dont like the "just make everything op" mindset
- Wyzack
- Joined: Fri Apr 18, 2014 11:32 pm
- Byond Username: Wyzack
Re: lethality mechanics
might be fun to try for an april fools type event, but i think hyper weapon saturated lethality will get dull quickly and make the team deathmatch shit worse
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- Dagdammit
- Joined: Fri Sep 09, 2016 12:42 am
- Byond Username: Dagdammit
Re: lethality mechanics
If you wanna test it, make it so everyone spawns with a Death Box in their inventory containing the fitting kit for their role.
- XDTM
- Github User
- Joined: Fri Mar 04, 2016 8:38 pm
- Byond Username: XDTM
- Github Username: XDTM
- Location: XDTM
Re: lethality mechanics
Can't wait to play these 30 minute rounds while staying dead for 20 minutes each
a.k.a. Duke Hayka
Coder of golems, virology, hallucinations, traumas, nanites, and a bunch of miscellaneous stuff.
Coder of golems, virology, hallucinations, traumas, nanites, and a bunch of miscellaneous stuff.
-
- Joined: Sun Dec 11, 2016 6:19 am
- Byond Username: Reondin
Re: lethality mechanics
>8 barrier grenades
>All Rwall brig
>Somehow insanely op or imbalanced
It sounds like a reasonable and needed buff to sec. Do it.
>All Rwall brig
>Somehow insanely op or imbalanced
It sounds like a reasonable and needed buff to sec. Do it.
- captain sawrge
- Joined: Thu Apr 17, 2014 6:13 pm
- Byond Username: Sawrge
Re: lethality mechanics
Every conflict already ends in death 90% of the time anyway. Ideally we should be moving away from more lethality and instead giving non-lethal combat more consequence.
Also upsetting the game's balance for shits and giggles is probably the least interesting way of trying to fix it's problems.
Also upsetting the game's balance for shits and giggles is probably the least interesting way of trying to fix it's problems.
- Cobby
- Code Maintainer
- Joined: Sat Apr 19, 2014 7:19 pm
- Byond Username: ExcessiveUseOfCobby
- Github Username: ExcessiveUseOfCobblestone
Re: lethality mechanics
Isn't this how stuns became kingcaptain sawrge wrote:Every conflict already ends in death 90% of the time anyway. Ideally we should be moving away from more lethality and instead giving non-lethal combat more consequence.
Also upsetting the game's balance for shits and giggles is probably the least interesting way of trying to fix it's problems.
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- PKPenguin321
- Site Admin
- Joined: Tue Jul 01, 2014 7:02 pm
- Byond Username: PKPenguin321
- Github Username: PKPenguin321
- Location: U S A, U S A, U S A
Re: lethality mechanics
droppedJohn_Oxford wrote:security:
>tactical
i play Lauser McMauligan. clown name is Cold-Ass Honkey
i have three other top secret characters as well.
tell the best admin how good he is
i have three other top secret characters as well.
tell the best admin how good he is
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- captain sawrge
- Joined: Thu Apr 17, 2014 6:13 pm
- Byond Username: Sawrge
Re: lethality mechanics
remove stuns in all honestyExcessiveCobblestone wrote:Isn't this how stuns became kingcaptain sawrge wrote:Every conflict already ends in death 90% of the time anyway. Ideally we should be moving away from more lethality and instead giving non-lethal combat more consequence.
Also upsetting the game's balance for shits and giggles is probably the least interesting way of trying to fix it's problems.
- cedarbridge
- Joined: Fri May 23, 2014 12:24 am
- Byond Username: Cedarbridge
Re: lethality mechanics
I think that was the goal in adding disablers over tasers.captain sawrge wrote:remove stuns in all honestyExcessiveCobblestone wrote:Isn't this how stuns became kingcaptain sawrge wrote:Every conflict already ends in death 90% of the time anyway. Ideally we should be moving away from more lethality and instead giving non-lethal combat more consequence.
Also upsetting the game's balance for shits and giggles is probably the least interesting way of trying to fix it's problems.
- captain sawrge
- Joined: Thu Apr 17, 2014 6:13 pm
- Byond Username: Sawrge
Re: lethality mechanics
yeah then we half assed it and let everyone keep tasers anyway for some reason?
- Dagdammit
- Joined: Fri Sep 09, 2016 12:42 am
- Byond Username: Dagdammit
Re: lethality mechanics
Consequence like what, lasting status ailments?captain sawrge wrote:Every conflict already ends in death 90% of the time anyway. Ideally we should be moving away from more lethality and instead giving non-lethal combat more consequence.
Also upsetting the game's balance for shits and giggles is probably the least interesting way of trying to fix it's problems.
- cedarbridge
- Joined: Fri May 23, 2014 12:24 am
- Byond Username: Cedarbridge
Re: lethality mechanics
I'm honestly surprised we even have dismemberment considering the long standing fight against status ailments in general. At one point we were having the discussion about modifying the nutriment requirements in a round's duration to motivate the cook to cook and the crew to eat what the cook cooks. This was opposed strongly because "nobody wants to have something annoying slow you down." Losing an arm or a leg is rarely fun for the person who loses it and the loss certainly slows the victim down until it can be replaced. I suppose maybe we're at the stage of the game's development where people are comfortable with this sort of thing. Maybe we can start doing things like adding bones (and fractures), organ damage (could be interesting and require surgery to replace or heal).Dagdammit wrote:Consequence like what, lasting status ailments?captain sawrge wrote:Every conflict already ends in death 90% of the time anyway. Ideally we should be moving away from more lethality and instead giving non-lethal combat more consequence.
Also upsetting the game's balance for shits and giggles is probably the least interesting way of trying to fix it's problems.
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